Don't thrust orbinauts while airborne

Fixes bonking against a wall transfer.
This commit is contained in:
James R 2022-09-23 20:10:05 -07:00
parent 5f8901b033
commit b6b7d7a93e

View file

@ -6739,40 +6739,45 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
}
else
{
fixed_t finalspeed = mobj->movefactor;
const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
fixed_t thrustamount = 0;
fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
mobj_t *ghost = P_SpawnGhostMobj(mobj);
ghost->colorized = true; // already has color!
if (!grounded)
{
// No friction in the air
frictionsafety = FRACUNIT;
}
mobj->angle = K_MomentumAngle(mobj);
if (mobj->health <= 5)
{
INT32 i;
for (i = 5; i >= mobj->health; i--)
finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4);
}
if (currentspeed >= finalspeed)
if (P_IsObjectOnGround(mobj))
{
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
}
else
{
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
// Thrust to immediately get to top speed
thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety);
}
fixed_t finalspeed = mobj->movefactor;
const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
fixed_t thrustamount = 0;
fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
P_Thrust(mobj, mobj->angle, thrustamount);
if (!grounded)
{
// No friction in the air
frictionsafety = FRACUNIT;
}
if (mobj->health <= 5)
{
INT32 i;
for (i = 5; i >= mobj->health; i--)
finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4);
}
if (currentspeed >= finalspeed)
{
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
}
else
{
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
// Thrust to immediately get to top speed
thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety);
}
P_Thrust(mobj, mobj->angle, thrustamount);
}
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
K_DoPogoSpring(mobj, 0, 1);